DarkflameServer/dGame/dPropertyBehaviors/ControlBehaviorMessages/UpdateActionMessage.cpp
David Markowitz d138b7b878
Make ControlBehavior messages far more modular (#991)
* Make case consistent

* How modular can you go?

Holy modular

* Add comments

* Initialize values
2023-02-16 11:30:33 -06:00

16 lines
788 B
C++

#include "UpdateActionMessage.h"
#include "Action.h"
UpdateActionMessage::UpdateActionMessage(AMFArrayValue* arguments) : BehaviorMessageBase(arguments) {
actionContext = ActionContext(arguments);
auto* actionValue = arguments->FindValue<AMFArrayValue>("action");
if (!actionValue) return;
action = Action(actionValue);
actionIndex = GetActionIndexFromArgument(arguments);
Game::logger->LogDebug("UpdateActionMessage", "type %s valueParameterName %s valueParameterString %s valueParameterDouble %f behaviorId %i actionIndex %i stripId %i stateId %i", action.GetType().c_str(), action.GetValueParameterName().c_str(), action.GetValueParameterString().c_str(), action.GetValueParameterDouble(), behaviorId, actionIndex, actionContext.GetStripId(), actionContext.GetStateId());
}